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- Mar 14, 2012
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@Tai_MT: Well, I think it depends on how things are set-up. My problem with bosses having lower chances to get status effects, is that it makes you feel like you wasted a turn trying to give them a status effect but failing. It's a gamble, like those high critical hit rate, but low hit rate attacks that always seem to miss...
I know it's different when you have attacks that damage and add states, but...well, I guess maybe we go about states differently?
My point is that the status effect is an option. Sure, maybe the half-damage poison is weaker on the boss than your other skills, but isn't that how it should be? Slow and steady...damage them slowly over time, while still being able to dodge, guard, or heal while they are taking damage, instead of smashing them every turn. Also, I like stacking states, and different states with the same thing, so like, you can poison, burn, and bleed the boss, all different forms of "slip damage" but they stack...In normal battles, it doesn't go on long enough, but in a boss fight, it's a useful attrition strategy.
I love the idea of characters who focus on buffing states and/or debuffing states. Sure, make the warrior and white mage and whatever options, but make the status effects a viable option too. I mean, if a boss has much higher defense than a normal enemy, isn't that the same as poison hurting them less? Your Warrior has the same problem. The boss is so tough, the warrior's hits feel half as effective. If you want to take that to another level, I think there's a cool Slip damage script that lets you make slip damage effects using formulas, and can be based on the inflictor's stats (that would fit nicely)
I don't know. Gotta experiment myself to see what I really want to do with how states work.
I know it's different when you have attacks that damage and add states, but...well, I guess maybe we go about states differently?
My point is that the status effect is an option. Sure, maybe the half-damage poison is weaker on the boss than your other skills, but isn't that how it should be? Slow and steady...damage them slowly over time, while still being able to dodge, guard, or heal while they are taking damage, instead of smashing them every turn. Also, I like stacking states, and different states with the same thing, so like, you can poison, burn, and bleed the boss, all different forms of "slip damage" but they stack...In normal battles, it doesn't go on long enough, but in a boss fight, it's a useful attrition strategy.
I love the idea of characters who focus on buffing states and/or debuffing states. Sure, make the warrior and white mage and whatever options, but make the status effects a viable option too. I mean, if a boss has much higher defense than a normal enemy, isn't that the same as poison hurting them less? Your Warrior has the same problem. The boss is so tough, the warrior's hits feel half as effective. If you want to take that to another level, I think there's a cool Slip damage script that lets you make slip damage effects using formulas, and can be based on the inflictor's stats (that would fit nicely)
I don't know. Gotta experiment myself to see what I really want to do with how states work.


